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Whatever misgivings or definitions you may or may not have for tier lists, it's always good remember the one single truth about them: they only matter in competitive play and do not exist in casual play.

I don't know about that. My only player vs player experience with Brawl was playing with my dorm mates back in my first year of college, but even I could tell how limited Ganondorf felt compared to MetaKnight.

The bigger problem is that people take tier lists too seriously, with one person deciding their character based on tiers to another person raging and getting defensive because their character isn't as high as they expected. It's not like these lists are trying to predict the future or anything.

Whatever misgivings or definitions you may or may not have for tier lists, it's always good remember the one single truth about them: they only matter in competitive play and do not exist in casual play.

Casual play usually has a different tier list where ease of use becomes a big factor. Straight forward characters with easy damage like Ragna/Jin/Noel are going to be much easier to use for casual players than someone like Carl or Rachel.

I always see story as a nice secondary feature, not a requirement. For example, Super Smash Bros Brawl's Subspace Emissary being superior to Melee's Adventure Mode does not make Brawl itself better than Melee.

Do you guys feel that after we've gotten fighting games with quality story modes that we should expect more fighting games to make more of an effort with their storytelling and story modes?

A good story is usually not expected in fighters. It's a nice element for those that enjoy single player modes. Considering not everyone likes to compete online and fighting the same ai doesn't serve much purpose besides enjoying a few quick matches.

By adding a storymode it gives the game offline replay value; having to play all the characters to get the full story and such.